LORE24 ENTRY #13 – Demon Sector

Category – Place

The Demon Sector, as it is known, is actually a region of space that is far larger than what is typically defined as a sector, though it was discovered and thusly named in the early days of space exploration, and the name stuck.  The region is surrounded by an unnatural, and as yet unexplained, energy barrier known as the Demon Barrier which prevents any ships from entering this region of space.  

The name ‘Demon Sector’ was originally given during the first studies of the region using long-range telescopes and probes (all of which were destroyed immediately upon entry, and any ships that tried to enter were severely damaged, if not outright destroyed), in the days when only 72 stars were detected (since, many more, comparable with regions of known space, have been discovered), with a particularly large cluster near the center of the region consisting of a singular large central star surrounded by a half dozen slightly less intense stars.  The lead researcher on what would become the Demon Sector Research Project, an elf by the name of Faeranduil Quivernelle, being familiar with the historical records of the ancient times when demons were common, thought it appropriate to name the central star Bael, and proceeded to name the rest of the stars after other powerful demons.  There was some pushback on this, but given the nature of the barrier and the lack of ability to penetrate it, and the number of ships damaged in the attempts to pass through, the names stuck.

In the modern era, after thousands of years of waiting, the Demon Sector was finally breached in a completely unexpected manner by an unexpected source, namely the kerryn explorer Lila Darius the 34th and her crew.  With the aid of her friend, Releana Veylani and her company, Veylani Transport, Darius had somehow managed to develop a new iteration of the TK-Drive that would become known as the Advanced TK-Drive, or A-TK, which would combine modern technology with what was, until this event, powerful, lost magic that would allow them to successfully traverse the Demon Barrier and come out in one piece on the far side.  Since then, thousands have rushed to the region and began exploring the nearest systems, and the first permanent settlements have been created in the Valefar system, the nearest of the Demon Sector stars to the Barrier and the nearest world, Sentinel Prime.

 

LORE24 ENTRY #12 – Chubbi Wubba

Category – Creature

A curious creature, the Chubbi Wubba (pronounced Chuh-bee Whuh-buh) appear to be normal cats of various breeds, living as cats typically do, whether it’s as a favored house pet or as a wanderer on the streets, sharing diets, behaviors, etc.  However, the Chubbi Wubba are quite intelligent, at least average compared to other races in known space, if not superior, not that they typically show it.  Not only are they intelligent, they are also psychic, though they typically don’t allow themselves to be discovered.  

The psychic nature of the Chubbi Wubba is quite subtle, with only talented psychics able to detect their presence at all.  They can communicate telepathically if they so choose, but their most common use of their psychic powers is to subtly influence the thoughts of individuals around them into petting or feeding them, often for many minutes or hours on end, or perhaps convincing someone to open their home for a night should they need a place to stay, or simply convincing someone to clean the litter box for them.  It is exceedingly rare that a Chubbi Wubba will do more than this, as they seem to be content in doing only what brings them pleasure at the time.  Their favorite targets seem to be those who don’t care much for cats, and it is rare that those they target even realize what they’re doing.  Notably, those with feline allergies seem to be unaffected by them around the Chubbi Wubba.

No one is entirely certain where the Chubbi Wubba originated, as they have been encountered on many worlds, and often travel onboard ships, some even making their homes on them.  Some theorize that these felines were once arcanist familiars who evolved beyond their original purposes, or were perhaps forced to evolve after their arcanists had died.  In the modern era, it would seem that conspiracy theories have emerged that would paint the Chubbi Wubba in a negative light, postulating that they are a malevolent force, secretly controlling the galaxy under the guise of harmless cats, or subtly influencing behavior on a galactic scale through cute cat videos on the ‘net.  

If anyone knows for sure, they aren’t saying, and neither are the Chubbi Wubba. 

 

 

LORE24 ENTRY #11 – Mass-Produced Spell Wands

Category – Magic / Spell

Although not strictly the domain of the DSM Arcane Research & Development department, this group is most often associated with mass-produced spell wands.  Though the creation of true magic wands isn’t a lost art, the craft has become much more rare in modern times as many of the reasons to carry such an item have been supplanted by technological items that replicate the effects of such spells, and for much less investment in time and resources, with the ability to be used by anyone, with or without magical talents.

In the case of a mass-produced wand, however, the costs have been minimized through the use of cheaper materials and the implementation of a single charging; once the power of the wands have been used, the artificially-created crystal holding the spell  charge crumbles, as often does the wand itself as the cheap composite materials break down over the lifespan of the wand.  Each wand is keyed to a single spell, and once crafted, this cannot be changed, whereas with a traditional wand, one of sufficient skill can create them with multiple spells stored within.

The benefits of a mass-produced wand are numerous, however.  Firstly, it allows for the group using them to easily equip their members, even those with minimal magical talents, with extra offensive and defensive options while leaving their personal spellcasting resources open for more powerful magics.  Second, in the event of losing such a wand, the loss is minimal in terms of cost to replace and time invested in its replacement.  Third, having a variety of additional spells available for an arcanist can give them greater advantage against those who oppose them, either in terms of offense and defense, or allowing the arcanist to use magic they normally are not capable of using, simply by uttering the activation phrase assigned to the wand.  In a pinch, those spellcasters who are familiar with the construction of wands can even supplement their own arcane energies by absorbing charges from the wands.

Generally, such wands hold limited charges, much fewer than a traditional spell wand, allowing for perhaps 20-30 castings of a lower powered spell, or as few as 10 or less of a more powerful spell.  As they cannot be recharged, once the power is expended, the wand is rendered useless.  Further, the power of spells from such wands is fixed, meaning that the spells cast from them are usually at a reduced magnitude of effect compared to the user having cast the spell themselves from their own reserves.

 

LORE24 ENTRY #10 – Paradise City

Category – Place

Located in the Valfar system, on the planet Valefar V, Paradise City is the first major settlement to appear on the frontier that was opened up when the Demon Sector was breached.  Originally meant as a mining settlement, Paradise City, as it was later renamed, quickly exploded into much more, becoming the first stop for many explorers once they had left Aphelion Station at the edge of the Demon Barrier.  Located near enough to several mining operations and good farm lands to promote visits by the newly established locals, Paradise City was already a busy local hub by the time anyone realized it had become a major stop among the space lanes.

Still very rustic compared to the civilized settlements outside the Demon Sector, the “spaceport” is more or less a collection of a handful of landing pads and the larger part of a sizeable plain, and parking a ship there requires some amount of skill given the lack of proper guided approaches.  Still, explorers consider it worth it for the chance to set foot on the first settled world in the Demon Sector, and to experience the wild and (mostly) corporation-free atmosphere.  Trade is open and free, with more than a few black markets appearing within the maze of the local bazaar.  

In the “downtown” area of Paradise City, one can find a more refined and modern setting, as those who arrived early have solidified their hold on their claims and have gone through great lengths to draw the crowds to their businesses.  Gambling halls, bars, and various other forms of entertainment can be found here, “anything you could dream of” as the saying goes.  Amongst the largest and most well-traveled of these is the Devil’s Watering Hole (so named for the owners, Vanessa Hellion and Savory Delight, succubi siblings with strong ties to various criminal groups beyond the Demon Barrier), which started off as a simple bar, but has rapidly grown into a multi-story bar, nightclub, gambling hall, and “exotic entertainment hub”, with an established and still-growing reputation for their more risqué forms of entertainment and methods for punishing those who wind up owing them a debt.

LORE24 ENTRY #9 – The Greenwhiskers

Category – Organization

The Greenwhiskers are a group of druidic mystics originally founded by the nomadic rattenvolk clans during the pre-galactic expansion times.  The group has long been dedicated to preserving and defending nature from overzealous expansion efforts by the larger races, but have traditionally made efforts to come to diplomatic solutions as opposed to combative ones.  To encourage peaceful interactions, they also offer aid to travelers and others in need if they are able to.

During the early days of space exploration, the Greenwhiskers proved instrumental in promoting long-distance space travel.  While most rattenvolk looking to the stars were talented technicians, able to get into small spaces most couldn’t, the druidic Greenwhiskers were responsible for maintaining the ship-based gardens in early exploration vessels, providing not only fresh air, but extra food and vital knowledge on newly discovered flora and fauna.  They were likewise instrumental during colonization efforts of various worlds, working to ensure stability while minimizing dangers to the local environment.

In modern times, the role of the Greenwhiskers has diminished in terms of space travel and exploration with the widespread use of and perfected designs of the TK Drives, but they are still found across most systems, maintaining station-bound gardens, nature preserves, and even being responsible for the upkeep of natural elements scattered across many cities.  With the opening of the Demon Sector, they have seen a resurgence in demand as thousands of explorers dive into the unknown and seek to expand to the many worlds within.

LORE24 ENTRY #8 – The Pteravilla Stalker Incident

Category – Event

In the months following the latest border dispute, after the hostilities had died down and peace had been restored, the scout ship Pteravilla Stalker was on a run of the mill patrol through the restricted area between the formerly feuding sectors, when their sensors picked up an unidentified ship, though the sensor readings were not conclusive, indicating some form of active jamming.  As the small scout ship approached the vessel, the bogey answered none of their communications, nor did it react at all to their approach.  The sensor readings were still not revealing much in the way of details of the ship, only that it resembled a stock DSM cargo ship, one of their “flying skyscraper” designs that showed all the hallmarks of the corporation’s lack of interesting design features.

According to the official report, filed by Captain Maerril following the incident, visual inspection confirmed that the ship showed no signs of damage, and power readings were still inconclusive due to what appeared to be a sensor dampening coating over the ship’s hull.  The vessel’s ID code was obtained and a search ran through the available databases, but no matches were found, and the search inquiry with DSM for registration information was lost in the midst of their vast bureaucracy.  Per the Captain (and with corroborating accounts from other surviving crewmembers), the Stalker‘s first officer, Shi Sukimori, insisted upon leading a small team into the mystery ship to determine the nature of the vessel.  Against the Captain’s better judgement, he was convinced by the commander to allow the mission.  With Sukimori in command, the boarding party consisted of the Stalker‘s co-pilot Kaylee Serra, technical officer Hilde Fireforge, medical officer Briar Azalvia, and the scout Murissa Fer’Ragnarra.

Communications were spotty once the team had boarded, and it is the Captain’s opinion that a properly thorough search was not performed.  Soon, and against Captain Maerril’s orders, Sukimori initiated the startup sequence for the mystery vessel, which resulted in a sudden power surge through the ship’s main power core which resulted in a catastrophic failure and subsequent explosion that heavily damaged the Pteravilla Stalker and resulted in the death of multiple crew members.  The crewmembers who managed to reach the escape pods and who survived the explosion were eventually picked up by another military vessel that had been dispatched to assist with the investigation.  Captain Maerill has admitted to bad judgement in this matter and has since resigned his commission, and is now employed in the private sector, as are the other survivors.  The members of the boarding party have been listed amongst the lost crew, but have been posthumously dishonorably discharged.  

The truth of the matter, however, is something else entirely.

 

LORE24 ENTRY #7 – Sentinel Prime

Category – Place

Sentinel Prime was once a massive space-defense fortification built during the war-filled waning decades of the Great Elvish Dominion.  Through the use of a combination of wondrous and long-lost magic and then cutting edge technology, the Dominion was able to make an entire planetary body into a moveable battle station, even allowing it to travel through hyperspace.  Meant as a final deterrent (for who could conceivably conquer a planet-sized weapon platform with full support facilities for the elvish fleets and troops that were carried aboard this behemoth?) against the growing number of systems who were fighting against elvish rule, the station, for a time, served as the Emperor’s personal stronghold.

Unable to foresee his own demise through an act of betrayal from within, the Emperor’s overthrow was likewise the beginning of the end for Sentinel Prime.  During the final battle of this period, the remaining defenders of the Great Elvish Dominion fled with the station to the furthest reaches of known space at the time, a small system on the edge of the great, mysterious region of space known as the Demon Sector.  Here they would mount their last stand, and much of Sentinel Prime would be devastated during the ensuing battles.

Over the centuries since, Sentinel Prime was scavenged by countless spacers, and was eventually rebuilt in some form and colonized, growing up from small spacer communities into a massive planet-spanning city which, in the modern era, serves as rather infamous port of call, known for the local government bucking the influence of the controlling megacorps, allowing its citizens to live a mostly free, if dangerous, existence.  As such, Sentinel is known as a place one goes to find illicit goods, perform shady dealings, and to disappear should one be on the wrong side of the law; just be sure to pack your rubber rain gear during the rainy season, though, because that acid rain is a real pain.

Since the Demon Barrier was pierced, and travel into the Demon Sector has become commonplace, Sentinel has seen a rise in population and headache, trying to remain as neutral as possible to the powers that be in the galaxy while reaping all the profits they can for those explorers diving into the unknown regions beyond the Barrier. 

 

LORE24 ENTRY #6 – Soletta Valkyr

Category – Person

The current CEO of Enduritelligence Microsystems, Soletta Valkyr is known to be somewhat eccentric, perhaps more so following the tragic and mysterious death of her husband amidst a battle for the soul of her company against the monolithic megacorporation of DSM.  Though initially she had strong support from the board, her support has steadily been dwindling after a series of accidents befell her most strident allies; everyone knows DSM is responsible, but nobody can prove a thing.

Perhaps due to the stress of the situation, Soletta and her trusted halfling assistant and voice of reason, Tizzy, set out without warning aboard her personal luxury ship, the Rosen Opal, disappearing beyond Sentinel Prime into the recently opened Demon Sector, their last known location being Aphelion station on the far side of the Demon Barrier.  Several parties are interested in locating her in order to allow a vote to go through that will determine the future of the company, and whether it becomes just another DSM subsidiary.

Soletta is a human, in her mid forties, of average height, still considered quite attractive, with long platinum-blond hair and a shapely figure.  She is known to be something of a gambler outside of her work, though whether she is actually good at it or not is up to interpretation.  She can be somewhat scatterbrained, and relies heavily on Tizzy to keep her on course and (mostly) out of trouble.  Deep down, she likes the idea of relinquishing control of the company, but for the memory of her husband, she stubbornly maintains holds on, in defiance of DSM’s looming presence.  

With time running out and the situation quickly becoming more and more dangerous thanks to DSM’s agents, Soletta has found new allies within the Demon Sector, and has gone through steps to ensure that she won’t easily be found, and will endeavor to do anything she can to make sure the future of Enduritelligence Microsystems is secured and outside of DSM’s reach.

LORE24 ENTRY #5 – Ferians

Category – Cultural

Discovered only after the age of galactic expansion had begun (though ancient records would seem to indicate encounters with the Ferians long before this, by arcanists traveling amongst other worlds), the Ferians are a rather unique species, actually two species, with some opposing traits that some have theorized could only have been created artificially, though there is currently no evidence to prove this theory.

“Ferian” is the official term for a member of two species found upon the planet Feria, though they are more often called by their more distinctive names:  feradogian and ferakatian.  

Feradogians are the canine or lupine members of the species, their males being much larger than their females.  Conversely, the Ferkatians are feline in appearance, and their females are much larger than their males.  The two species are known for their aggressive behavior, compared to what is typically seen amongst other known races, with the larger of their species historically being the warriors amongst their societies.  “Fight like cats and dogs” can be considered a fact when it comes to Ferian history.

Since their discovery and subsequent expansion into space, the hostilities between the feradogians and ferakatians have subsided to some degree, with their larger members becoming highly sought after mercenaries and soldiers.  The smaller of the species, being less aggressive in nature, tend toward more mundane vocations. 

LORE24 ENTRY #4 – Doppelgangers

Category – Creature

Doppelgangers are a species of shapechanging monsters that have been present to some extent since ancient times.  Their ability to blend in and assume practically any identity have led them to be considered absolutely abhorrent in most societies, yet they are often employed by those of questionable morals to cause chaos in those same societies, usually by replacing important individuals with a (mostly) loyal minion who can perfectly mimic them.

In their natural state, doppelgangers are unsettling for most to gaze upon.  Their skin is a very neutral gray color, their bodies and limbs are lean and gangly, seeming very alien in appearance.  Their facial features are very smooth and undefined, their eyes black and multifaceted, large, and often unblinking, their mouths thin slits.

In ancient times, most doppelgangers could mirror a target for a limited amount of time to a fair degree of accuracy, mimicking their voices and behaviors with an uncanny instinct after only a short time of observation.  Should a more long-term replacement be necessary, the doppelganger must do more than simple observation; it must actually consume its target, draining its vital fluids and consuming its flesh, including its brain.  Through this almost ritualistic method, the doppelganger becomes its victim almost completely, typically gaining most of its memories and skills, while retaining its own consciousness deep within.  This makes them exceptionally hard to detect without specialized methods.

By the time of galactic expansion, doppelgangers have evolved, or at least, some of them have; rumors persist that these advanced doppelgangers were created by DSM’s AR&D division.  The most exceptional doppelgangers are often employed by corporations for spying, and have further refined their methods of infiltration and deception.  These advanced doppelgangers no longer need to consume their targets to assume their identities; instead they rely on forging a psychic link with their victim and consuming some of their blood to sample their DNA, and thus become a perfect duplicate with access to all knowledge of the original, which would remain in a hidden, secure location until the job is done, after which the original can be disposed of.  In some cases, these advanced doppelgangers have been known to behave as body doubles, working with the original.